Simon Wentworth (order #1132857) 9alternative character concepts . . . . . . . . . . .Estimated Population (Worldwide): >5,000 (anima)Population Centers: Manchuria, Amazonia, Yakut.Common Languages: All languagesInternational Status: Currently only a handful of nationsincluding Amazonia, Yakut, Manchuria, Czech Republic, Pueblo,and Bolivia allow citizenship to free spirits. Several megacorporationshave also set the precedent for corporate citizenship (namelyEvo and Wuxing corporations). Of course, different jurisdictionshave different policies toward free spirits with no consensus amongworld governments.Prominent <strong>Free</strong> SpiritsSarahSarah is the principal of the Pueblo SupremeCourt case. She has adopted the form of an attractiveAmerind woman always attired in traditional tribaldress. The court will consider her petition to marrya metahuman and take legal custody over Rebecca,whom she calls her “daughter,” and who is also a freespirit. Though Pueblo recognizes sapient rights andcitizenship to free spirits, the complex ramificationsof a legal union between a metahuman and a nonmetahumanis generating a lot of media coverage.Baker 620Baker 620 is Knight Errant’s designation fora “homeless” and apparently crazed spirit that issomething of a local celebrity and is even an attractionof a VR drone tour of Boston. It is said that he isactually a spontaneous great-form spirit, the formerally of a magician killed in the Winternight strike onthe city in ‘64, or a shadowrunner.Baker 620 is well liked and has numerous friendsamong Boston’s squatter community. He has beenknown to step in to protect his friends on occasion.GAME INFORMATIONThe following section introduces rules opening a variety ofnew options to for Shadowrun characters types. Before implementingany of these options in their games, groups should consider theimpact and ramifications they might have on the style of play, toneof a campaign, and power level of the game. Some of the implicationsare obvious, others less so. Carefully consider and discuss thefollowing material before introducing it into play.Gamemasters are cautioned not to allow certain options intoplay if they are not comfortable with how they will change thegame. Collectively or in part, some of the character types may verywell unbalance the game if the gamemaster is unprepared to dealwith the unique abilities and peculiarities of the new characteroptions introduced in these rules.All the rules that follow should be viewed as optional, and assuch are subject to individual gamemaster approval before beingintroduced into a game.CREATING AMETAVARIANT CHARACTERDespite six decades of study, mankind is still far from masteringthe secrets of the metahuman genome. Metahumanity’sunderstanding of the mechanisms behind the genetic expressionof metatraits, the astral shadows of metagenes, and the differencesbetween metatypes is incomplete to say the least. An overviewand summary of all these topics can be found in Genetics 101, pp.74–79, Augmentation.A metavariant is ultimately a genetic subspecies of one of thebasic metatypes (i.e. human, dwarf, ork, troll, and elf ) not unlikehuman ethnic races (i.e. Caucasian, Asian, African, etc). Whereasthe latter derive from the mundane genome, the former are expressedby traits encoded in the metagenome.Metavariants conform to accepted theories of evolution andhave adapted to the environment of their geographical habitat.They do share an underlying similarity with the baseline metatypefrom which they stem.In game terms, this means that all metavariants belongto a certain common metatype (human, troll, ork, dwarf, elf ).Additionally, all share their base metatype’s minimum and maximumattribute ratings (see Metatype Attribute Table, p. 73, SR4).METATYPE ATTRIBUTE TABLEBP Metatype BOD AGI REA STR CHA INT LOG WIL INI0 Human 1/6 (9) 1/6 (9) 1/6 (9) 1/6 (9) 1/6 (9) 1/6 (9) 1/6 (9) 1/6 (9) 2/12 (18)Human Metatype Abilities: +1 Edge20 Ork 4/9 (13) 1/6 (9) 1/6 (9) 3/8 (12) 1/5 (7) 1/6 (9) 1/5 (7) 1/6 (9) 2/12 (18)Ork Metatype Abilities: Low-Light Vision25 Dwarf 2/7 (10) 1/6 (9) 1/5 (7) 3/8 (12) 1/6 (9) 1/6 (9) 1/6 (9) 2/7 (10) 2/11 (16)Dwarf Metatype Abilities: Thermographic Vision, +2 dice for Body Tests to resist pathogens and toxins30 Elf 1/6 (9) 2/7 (10) 1/6 (9) 1/6 (9) 3/8 (12) 1/6 (9) 1/6 (9) 1/6 (9) 2/12 (18)Elf Metatype Abilities: Low-Light Vision40 Troll 5/10 (15) 1/5 (7) 1/6 (9) 5/10 (15) 1/4 (6) 1/5 (7) 1/5 (7) 1/6 (9) 2/11 (16)Troll Metatype Abilities: Thermographic Vision, +1 Reach, +1 natural armor (cumulative with worn armor)70Runner’s <strong>Companion</strong>
Simon Wentworth (order #1132857) 9However, each metavariant does possesses its own unique innateabilities and BP cost. A player wishing to play such a characterbuys the metavariant rather than the base metatype.The following section describes each metavariant succinctlyand lists its innate abilities—for definitions of those abilities notpreviously addressed in Shadowrun, Fourth Edition refer to theappropriate quality in the Metagenetic Qualities section (p. 110).HUMAN METAVARIANTSThe single known human metavariant, the Nartaki, emergedabout a decade ago following the mana level spike due to the passingof Halley’s Comet that activated the dormant metagenes in asmall group of humans, sparking a partial Goblinization event.NartakiMetavariant Cost: 25 BPOtherwise human-looking, Nartaki possess blue, red, orgolden skin colors and two Shiva-style pairs of arms (for a totalof four arms). These extra limbs are symmetrical, fully articulated,and hinged below the usual human shoulder joint.Troubled by the sudden and unexpected transformation thatplaced them in the public eye, and the restrictive Brahmin lifestylefoisted on them by India’s caste system, a rare few Nartaki haveescaped their dharma into the shadows of India’s megacities andeven beyond.Abilities: Shiva Arms, Striking Skin PigmentationDWARF METAVARIANTSWhile all dwarf metavariants share the same short staturesand robust constitutions, they are quite distinct from another interms of their abilities and appearance.GnomesMetavariant Cost: 25 BPGnomes are the smallest of all dwarf metavariants and therarest. They are most common in Central and Eastern Europewith smaller populations in Asia Minor. Social exclusion, due totheir small size and immature features, means gnomes often findthemselves outcasts of mainstream society. Their resistance tomagic and their inconspicuous stature (often mistaken as children)often lead them to work as negotiators, informants, or spies forEuropean powerbrokers or among the shadows.Abilities: Arcane Arrester, Neoteny, Thermographic VisionHarumenMetavariant Cost: 50 BPNative to the Indian subcontinent, harumen are a monkeylikedwarf variant with a prehensile tail and short, downy fur.Although harumen favor rural and wilderness areas over the concretejungles of India’s overcrowded sprawls, a fair number wereborn or driven to the cities by poverty and misguided hope. Theirunique traits make them imminently employable as infiltrators,thieves, and cat burglars in the shadows.Abilities: Low-Light Vision, Metagenetic Improvement (Agility),Monkey Paws, Prehensile Tail, Unusual Hair (Body Hair)Runner’s <strong>Companion</strong>KoborokuruMetavariant Cost: 35 BPThis Japanese dwarf metavariant is about the same height asthe basic metatype and shares most of its metatraits, but possessesprofuse body hair and a dexterity uncommon in its sister species.Koborokuru are highly uncommon outside Japan, Korea, andparts of Indonesia. Though discrimination is still rampant, mostkoborokuru consider themselves Japanese first and foremost andface considerable culture shock outside the archipelago.Abilities: Celerity, Resistance to Pathogens/Toxins (2),Thermographic Vision, Unusual HairMenehuneMetavariant Cost: 25 BPThis subspecies is the dominant dwarf variant in the SouthPacific and the Kingdom of Hawai’i. Short in stature but morewiry than the common dwarf, menehune have luxurious body hair,a blunt nose, and strong, ropy muscles. They are also particularlysuited to their ocean-locked habitat and are generally excellentswimmers. Micro-populations can be found in many sprawlsaround the Pacific Rim.Abilities: Resistance to Pathogens/Toxins (2), ThermographicVision, Underwater VisionELF METAVARIANTAlthough elves are the third most common metatype afterhumans and orks, metavariants of the nobilis species are relativelyrare and often unfamiliar to the common man.DryadsMetavariant Cost: 45 BPThe dryad is the most uncommon variant of the elf and isn’tnative to any particular region or environment. Originally thoughtto be somehow related to Faeries given their symbiotic relationshipwith their environment and preternatural charisma, it appearsthat these abilities are metagenetic in nature. Dryads occur in allbaseline elf populations, but only as offspring of two elf parents.Abilities: Glamour, Low-Light Vision, SymbiosisNight OnesMetavariant Cost: 35 BPAn oddity even in the sprawls of its native Europe, this elvenmetavariant is characterized by acute senses, a vibrant dark coloredvellum, sensitivity to light, and nocturnal biocycle. Findingit difficult to keep “office hours,” night ones are often marginalizedbecoming entrepreneurs, freelance talents for hire, or carving outtheir niche among the local nightlife and criminal underworld.Abilities: Allergy (Sunlight, mild), Low-Light Vision, Keen-eared,Nocturnal, Unusual Hair (Colored Fur)WakyambiMetavariant Cost: 35 BPWakyambi are black-skinned elves native to Southern Africa,known for their long slender limbs and great height (comparablewith a troll). Though rarely found outside their close knit tribalculture, they have been seen farther afield, in African sprawls andtribal lands, in recent years. Of course, some wakyambi do travel71alternative character concepts . . . . . . . . . . .